GAME MANUAL
Welcome to the world of Monster Hunter!
This manual will give you some hints and tips on how to play the game,
and play it well.
HOW
TO BE A MONSTER HUNTER
You
are a Monster Hunter.
You track evil beasts to their lairs and take them out single-handedly.
It's a dangerous job, but someone has to do it.
You have just come across a castle full of monsters, led by their evil
master. To make the world safe, you must destroy the monsters,
level by level while climbing to the top of the tower. There you will
face the evil master and put an end to his reign of terror.
Piece of cake.
There are many different types of monsters you will have to face. Some
are fast, some are tough, some are invisible... but all of them are dangerous.
Each type of monster has a single weakness. Only attacking it with the proper weapon
will destroy the creature. You'll have to learn each of their weaknesses
on your own.
All monsters are created by monster spawners.
Each type of monster has a different type of spawner. Once you destroy
a monster, the spawner that created it will begin to
make another one to take its place. Once a spawner has created
a monster, it cannot be hurt in any way. A spawner can only be harmed while it is trying to create another monster.
Once you destroy the monster, you must get to its spawner and destroy
it before it can make another monster. All you have to do is touch the spawner to destroy it!
As a monster hunter, you have an arsenal of weapons at your disposal.
There is a catch, though. A monster hunter starts the level with no weapons.
You'll have to search about the level to find the weapons you need. And,
you can only carry one weapon at a time. Hey, You knew the job was dangerous
when you signed up! Oh, did I mention that each weapon only has one shot?
Just try to make it count!
You do have one weapon at your disposal that will never disappear: The
magical Hunter's Medallion. With it's magic,
you can destroy vulnerable monster spawners on touch and even make yourself
invulnerable for a short while.
Got all that?
Good Luck, Monster Hunter!
GAMEPLAY
HINTS AND TIPS
To
become a great Monster Hunter, there are a few things you should keep
in mind while playing:
1) You can move faster than any monster! If you get into a tight
spot, run for it!
2) Be aware of your Hunters Medallion charge. If the bar is flashing
and you don't have a weapon, you may use the attack button to become invulnerable
for a few seconds! This is good for escaping dead ends, running over spikes
and through flames without being killed, and running to grab that 1UP
surrounded by monsters.
3) When you start out on a level you are invulnerable for a few
seconds. Don't just stand there when surrounded by monsters! Run for it!
You are also invulnerable for a second after you destroy a spawner.
4) When a monster sees you, it will probably turn towards you and
give chase. You can use this to your advantage by luring monsters into
better positions.
5) Most monsters cannot see through walls. Use the walls to hide
behind or to throw monsters off of your trail.
6) When slaying monsters, the more you can get in one shot gives
you a slaying bonus! This bonus increases for each additional monster
slain!
7) Collecting treasure is good, but don't get greedy. Some fast
monsters can pounce on you while you're busy picking up treasure.
8) Every 40,000 points, you are awarded a free life, so Treasure
Rooms are very useful!
9) Monsters can be stunned by certain weapons. When stunned, you
can run right past the monster without fear of attack. This is also a
good way to slay them: stun 'em, grab the proper weapon, and slay 'em!
10) Beware! Some monsters can be Powered-Up by certain weapons!
Powered-Up monsters flash red, move much faster, and cannot be stunned!
This effect wears off after awhile, but rarely fast enough!
11) Don't give up! Every 10 levels you complete, you get a password
that will allow you to skip the levels you've already completed!
MONSTER
HINTS AND TIPS
MAN-EATING PLANT
Being the slowest monster in the game, the Man-Eating Plant is also
the dumbest. It makes up for this lack of smarts by having a long
attack range, so watch out for it's chompers.
The Weedkiller Canister has a range of three tiles, so it can make
quick work of any plant before it gets too close.
Stunned by Salt, Pistol, Mallet, Torch, Wand, Solvent,
and Magic Book
Powered-Up by Flashlight and Holy Water
|
Potted Plant
Weedkiller
|
Well
Box of Salt
|
LAGOON
CREATURE
The Lagoon Creature is very quick, and can spot a hunter a long
way away. Thankfully it's as dumb as a stump. When spotted by
a Lagoon Creature, it runs full-speed at the hunter, hoping to
run him down before he can act. Luckily for the hunter, the Lagoon
Creature doesn't seem to know if he's already passed his target.
He'll just keep running until he hits his target or a wall. Slamming
into a wall stuns the creature for a second.
Salt is this fresh-water fish's only weakness. When using salt,
the hunter pours it into a pile on the floor. If the Lagoon Creature
comes into contact with the salt pile, it croaks. There are two
effective ways to use the salt on the creature. One, drop the
salt as it charges at you. Two, wait until it collides with a
wall and pour the salt on it's stunned head.
Stunned by Weedkiller, Pistol, Torch, Wand, and Solvent
Powered-Up by Holy Water |
GREMLIN
Gremlins are annoying little curs. They cackle and dance as they
move about the level, looking for machines to jinx. They are hearty
creeps, though. They can only be killed by intense light - like
a flashlight.
Flashlights have a range of two tiles and stay on for half a second.
Unlike all other monsters, a Gremlin's Spawner creates two of the
pests at once. Only when both are turned to goo is the spawner vulnerable!
To make matters worst, if you wait too long before destroying the
second one, the spawner will spit out another! A good tactic is
to get both gremlins in a single light beam... if you can.
Stunned by Pistol, Mallet, Torch, and Wand
Powered-Up by Weedkiller |
Machine
Flashlight
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Dog House
Silver Bullets
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WEREWOLF
These dangerous beasts are fast-footed hunters. They can smell
nearby hunters, and when they begin tracking, watch out! They
are fast enough to keep up with the hunter, so when you are being
hunted, try for straightaways to gain some distance, then loose
them behind some wall cover.
Werewolves
seem to tire easily, and sometimes stop to pant or howl at the
moon. Take that opportunity to kill them or get away from them.
The Pistol with Silver Bullets does not have a maximum range.
A hunter can shoot it and hit a target across the map. Be aware
that even though the bullet is traveling fast, it may take a moment
to shoot a long distance.
Stunned by Weedkiller, Mallet, Torch, and Wand
Powered-Up by Nothing |
VAMPIRE
Vampires are vain and cowardly undead who stalk the dark. They move
eerily slowly and relentlessly hunt for victims. Vampires are capable
of great speed, though. If they see the hunter carrying the Stake
and Mallet, they will flee from him. The only way to kill a vampire
is by sneaking up on him. There are three good ways of doing this:
Wait around a corner until the vamp comes close and then stake him,
by running up behind him and sticking it to him, or by first stunning
him and then staking him.
The Stake and Mallet are a close range weapon, useful on a monster
only one tile away. This close-quarters fighting makes using the
mallet only for the brave.
Stunned by Weedkiller, Flashlight, Pistol, Torch, Holy Water,
and Magic Book
Powered-Up by Nothing |
Coffin
Stake and Mallet
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Electro-Bed
Torch
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FRANK
This hulking brute is all muscle. He stomps around the level looking
for smaller things to bash. His big stature and long arms give
him quite a reach. The only thing he fears is fire, but even that
won't completely kill him.
One hit with
a torch, and the weakened Frank will harmlessly crawl back towards
his electro-bed. If he makes it to the bed without being hit by
another torch, he becomes recharged and as good as new. The best
method of attack is to lure Frank far away from his bed and torch
him there. Hopefully you can then grab another torch before he
reaches his spawner.
The Torch can be thrown up to three tiles away. It can stun more
monsters than any other weapon.
Stunned by Weedkiller, Flashlight, and Holy Water
Powered-Up by Scarab Wand |
MUMMY
Mummies are ancient corpses who re-animate to terrorize intruders
in their haunted domain. Mummies are not very fast, but are ferociously
strong and resilient. They can only be destroyed with an ancient
relic known as the Scarab Wand. Unfortunately, though, one hit with
the Scarab Wand only makes the Mummy mad. The wand blows the wraps
off him, transforming him into an angry skeleton! This skeleton
has all the strength of the Mummy, but is not slowed down by bandages!
The Mummy in skeletal form is the fastest monster known, and cannot
be stunned by any weapon. A second hit with a Scarab Wand destroys
it for good. As a good rule, never shoot a Mummy unless another
wand is nearby. When the skeleton is raging about the level, even
the best hunter is in great danger!
The Scarab Wand shoots an electrical blast up to three tiles away.
Stunned by Torch, Holy Water, and Magic Book
Beware: As a skeleton, he cannot be stunned!
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Sarcophagus
Scarab Wand
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Tombstone
Holy Water
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GHOST
These restless spirits haunt the level, venting their anger on
all living things...including you. Ghosts are swift and smart,
capable of seeing past walls. Even worst, the Ghost can become
ethereal and actually move through walls, spawners, and other
solid objects. This little ability makes them tough to get away
from.
When a ghost
is teamed up with other monsters on a level, their constant harassment
can become fatal. When being beset by ghosts, remember this: when
walking through walls, ghosts cannot change their direction. If
they move into a long wall, they will have to drift completely
through the length of it before they can attack or turn. Also
remember that Ghosts can move from one side of the level to the
other by floating off the side of the map, so keep an eye on them.
The Holy Water can be thrown up to three tiles away. Once it breaks
on the floor, it looses its power.
Stunned by Flashlight, Wand, and Magic Book
Powered-Up by Nothing |
INVISIBLE BLOB
This amoebic blob is a chemical disaster. It is not only fast and
aggressive, but moves erratically about the level. It's most dangerous
advantage, though, is it's ability to make itself completely invisible!
It is very hard to kill what you cannot see! The Blob constantly
drifts from visible to invisible as it slithers about the map. When
about to attack, the blob becomes visible, but few hunters have
the reflexes to react in time. The best way to fight them is to
keep track of where they are (or where they could be). Remember
that if a Blob spies you, odds are that they will come after you.
You can use this trick to lure them about the map and keep an eye
on them.
The Vial of Solvent can be thrown up to three tiles away. It will
no longer work once it hits the floor.
Stunned by Weedkiller, Flashlight, Torch, and Holy Water
Powered-Up by Salt |
Chemistry Set
Vial of Solvent
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Cauldron
Magic Book
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WITCH
Witches are powerfully evil sorceresses and cunning foes. Witches
have two powerful abilities at their disposal. When attacking,
they cast spells at the hunter. Unlike all other monsters, these
spells are missiles that travel two tiles from the witch, and
she won't wait until you get next to her to use them, either!
One hit with
the spell and Poof! Instant frog. Her other ability is teleportation.
She can, at will, teleport to any random spot in the map. Instead
of becoming stunned by a weapon, the witch will teleport away
before being hit. Sometimes, she'll just teleport for the heck
of it. Due to these powers, Witches are a hunter's most crafty
foe.
The Magic Book of Spells is a powerful weapon. When used, it creates
four magical bolts that each sail in a different direction for
three tiles. Just be careful when using it on a witch, since they
have spells as well, you'll have to use the book while they are
still some distance away.
Stunned by Weedkiller, Flashlight, Pistol, Mallet, Torch, and
Wand
Remember that Witches Teleport instead of becoming stunned!
Powered-Up by Nothing |
LEVEL
BOSS HINTS AND TIPS
THE
WARLOCK
The Warlock is a nasty customer. He is fairly fast, but not very
good at combat. If he gets close, he'll still whack you with his
staff, but he cannot see through walls and doesn't track you very
well. A Hunter's main threat is the army of skeletons that the Warlock
keeps around him. The five skeletons meander about the level, doing
the Warlock's bidding.
The Scarab Wand's power can harm the Warlock, but not very badly.
It takes five hits to completely defeat him. His skeletons, on the
other hand, don't fair so well. One hit and they fall into a clatter
of bones.
Unfortunately for the hunter, the Warlock can use his necromantic
powers to raise the skeletons back from the dead! The Warlock can
only do this when he sees a fallen skeleton.
A wise hunter will lure the skeletons into a far off corner of the
map and zap them there. The Warlock will hopefully not be venturing
into that part of the map anytime soon and will not be able to raise
those skeletons, leaving himself unguarded.
Stunned Nothing.
Powered-Up by Nothing. |
Scarab Wand
|
Holy Water
|
THE
REAPER
Few monsters put fear into a hunter like the Grim Reaper. Not
only is he frightfully fast, but he has the ability to track down
any living soul. There is no hiding from the reaper. Once he comes
for you, you either fight him or run like heck!
To make matters worse, he is constantly surrounded by a host of
ghosts who can easily travel through walls to pursue their prey.
Because these ghosts are so close to their undead master, they
cannot be destroyed! A ghost hit by Holy Water will just teleport
to a new location.
When fighting the Reaper, speed is the key. Get every monster
to follow you into a corner and then bolt for it! Grab the nearest
Holy Water and start chucking! Don't concern yourself with ghosts,
since you cannot harm them. Concentrate your attacks on the Reaper
himself. After five hits with Holy Water even death may die.
Stunned by Nothing.
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THE
COUNT
The ultimate ruler of all monsters, the Count is as tough as they
come. He casually floats through his chambers in the topmost spire
of his castle, master of all he surveys. With him are his two favorite
pet werewolves: Fenris and Morkai. No Monster Hunter has ever faced
the Count and lived to tell about it.
The Count is powerful in many ways. First, he can shoot fireballs
from his fingertips powerful enough to roast any enemy. He can also
turn into a bat whenever he is threatened, to fly away and attack
another time. Lastly, unlike all other vampires, he can survive
a stake to the heart! He must be hit five times before he can be
destroyed for good!
Since no hunter has ever defeated him, there are very few tips to
be given. Just remember that like all vampires, you'll have to sneak
up on him with the stake. Also, his pet werewolves cannot be killed,
but they can be stunned with a stake and mallet.
Stunned by Nothing.
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Stake and Mallet
|
THANK
YOU FOR PLAYING MONSTER HUNTER! |